[project1dev] Re: Re-useable peices used when building a map?

  • From: Kent Petersen <kentkmp@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Thu, 2 Apr 2009 11:39:48 -0700

I was thinking something similar. Currently, I have a few straight hallways
of some set amount of size. I was thinking to use those pieces as building
blocks to get the dimensions of the area. I would design the cave to be an S
shape but it would be blocky. Then someone (myself or otherwise) would go
through on a second pass and shape the dungeon to "feel" better. Then
someone could design and model pretty looking pieces to swap out with the
straight ones already in place. The new pieces would just have to fit the
approximate sizing and line up the "doorway" attachments between the model
pieces. This way instead of the hallway being a straight line it may have
some jiggles to it but it would still fit into the same place the original
not as artistic hallway was.

Did that all make sense? I know what I'm thinking but I don't know if I
conveyed the message right.

On Thu, Apr 2, 2009 at 10:50 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:

> Oh and btw, kent if worrying about this right now is too much to juggle
> while also buildin a map, forget about it, we can try and adopt it later on
> to see if it makes sense too.
>
>
> On Thu, Apr 2, 2009 at 10:48 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
>
>> What I meant by re-useable peices is for instance in this cave level we
>> would have a "straight cooridor" cave section, an "elbow" cave section, an
>> "open area" cave section etc and just re-used them to build an area.
>>
>> That would make it so the artists only had to decorate a few peices
>> instead of having to decorate one large level, it would make it so that
>> builders wouldn't have to build a lot of temp art for the terrain, and it
>> would mean the engine would have to keep less models in memory which results
>> in less memory usage and faster rendering times (but so far are rendering
>> times are fine).
>>
>> After the builders make a map and make it functional with the pre-defined
>> peices, the enemies added in, etc, then someone would go through and
>> decorate the level with props, and then it would get a lighting pass on top
>> of that.
>>
>> To me this makes the most sense, but what makes sense to the coder doesnt
>> always make sense to the artist or scripter.  I talked to eric and he liked
>> the idea but thougth a hybrid for this would be best since sometimes you
>> dont want to stick to the strict peices already made, which completely makes
>> sense.
>>
>> What do you think Kent?  Do you think that would work well for building?
>>
>>
>
>

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